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PSU: Hamma, can I go out and play?
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2012-03-16, 02:37 PM | [Ignore Me] #106 | |||
First Sergeant
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Not worth my time arguing with someone who has no idea what they're talking about. |
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2012-03-16, 02:42 PM | [Ignore Me] #107 | |||
Colonel
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2012-03-16, 02:50 PM | [Ignore Me] #108 | ||
Colonel
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Well, that answers the question of "is suppression currently planned to affect accuracy". Two remain:
1. Are you non-devs advocating that suppression should affect accuracy, without regard to what the current dev plans are? 2. Completely outside of suppression, is the game going to use deviation etc? Last edited by Stardouser; 2012-03-16 at 02:51 PM. |
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2012-03-16, 02:58 PM | [Ignore Me] #109 | ||
Private
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Screen edge blurring is one thing, I don't neccesarily hate that. Especially if it is an indicator of the side someone is shooting you from.
However, in general, I don't like anything that makes my screen "blurry" or gives an effect of "cracked glass" or anything along those lines, period. There's never been a game where I've gone "awesome, I can't see!" as it is the same thing as loss-of-control of a character. There are a billion "loss of control" scenarios that can happen without visual intervention from a GUI. I could have the phone ring and have to let go of my mouse. I could hit the wrong key, I could have to respond to my wife in the other room. I could be in a fight and panic. I could get sweaty palms and need to dry my hand so I could grip my mouse properly, or risk it irritating me until my accuracy veered into hell. Any additional, intentional game-induced increases to the already human set of potential errors in combat is over the top and frustrating. It's not like the weapons are 100% accurate from the get-go, I mean how do we determine when a person is at an absolute-point-of-zen, where every bullet is flying from their barrel as if by guided by higher power? So if you can't determine that state, how the hell can you determine when someone is nervous? It's a poor idea and is rarely implemented in a way that is even remotely beneficial. While I agree BF3 does a decent job, I don't think it belongs in PS2. |
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2012-03-16, 03:56 PM | [Ignore Me] #110 | ||
Major
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BF3 does do a decent job with suppression and i too could still kill someone whilst suppressd. I agree with the previous poster that it doesnt really have a place in PS.
When your fighting over a base against hundreds of people, no matter how big the bases are, there's still going to be choke points causing a constant screen blur potentially. They could maybe solve this by adding little blurry effects , nothing too over the top, or say add the effects when a bullet literally just misses you. This would be dramatically different from the BF3 suppression effect, when firing within 1/2 feet of the enemy suppresses them. |
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2012-03-16, 04:19 PM | [Ignore Me] #111 | |||
Colonel
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2. I'm not precisely sure what sort of deviation you're referring to. A random placement of bullets within the cone of fire seems likely. |
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2012-03-16, 04:45 PM | [Ignore Me] #112 | |||
Colonel
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In BF games deviation is reduced by stopping moving, crouching, even more by proning, and by aiming down sight instead of hipfiring. So in a Battlefield context, when people complain about deviation, they are basically saying they do not want to have to stop, crouch, and/or aim down sight to have accuracy. Of course, I feel the need to point out that in a perfect system, doing all three, stop moving, crouch and ADS, that would reduce deviation to near zero, leaving only bullet drop and recoil. Battlefield 2 obviously didn't do this enough, even while you proned and ADS, it still had a lot of deviation. I happen to believe in a middle ground myself. BF2 went too far with it, and BF3 goes too far in not having it. As a result, you could correctly infer that I don't advocate doing it in exactly the way that ANY BF game has done it(although I didn't really play 2142, so it might have been improved in that game). |
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2012-03-16, 05:10 PM | [Ignore Me] #113 | |||
Colonel
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2012-03-16, 05:42 PM | [Ignore Me] #116 | |||
I lol'd
__________________
TR - Boostoff - BRTD Overthrown / BNuts - PS1 |
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2012-03-16, 06:23 PM | [Ignore Me] #119 | |||
First Sergeant
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http://www.planetside2.com/news/lightassaultcommlink 2nd paragraph under the picture |
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2012-03-18, 06:25 PM | [Ignore Me] #120 | ||
Second Lieutenant
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Ok, so... Seems to me that there's a lot of love and hate for this going around.
If your first bullet or 2 is going to be 100% "US Marine Corps master sniper" accurate, then I am IN FAVOUR of some suppression effects. If you're 2km away from the firefight, you can afford to relax and be accurate and do your breathing techniques and all that jazz. If your non-sniper weapon is always going to have some deviation from perfection - say 1m out over a 50m range - like PS1 weapons all were then I am AGAINST suppression effect - it is already inbuilt into the shooting mechanic. I don't want already less than perfect shooting to be compounded with suppression effects in a world where death means nothing. Having said that, if you're not at 100% health, then I think you should suffer a corresponding lack of accuracy because you're too busy holding your blood in. |
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